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Panpiper

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Everything posted by Panpiper

  1. Say for example a character has moved their entire distance on their turn. The next phase an explosive missile is about to hit their hex. I presume that the 'abort' function would allow the full amount of movement available on their subsequent action (that they aborted to). What is not clear to me is 'why' a character could not abort after taking their action, but prior to the next phase.
  2. Dive for cover is a standard maneuver that requires a dex roll depending on how far the character dives. The martial maneuver 'flying dodge' appears to achieve much the same thing, but as far as I can tell requires no dex rolls. Am I correct? Does the flying dodge maneuver allow a character to actually move their full movement to a hex of their choice with no penalty?
  3. Yea, the first one fits the personality of the posted character to a tee.
  4. Yes, she's even got a +1/+1d6 Striking Appearance (vs. all characters). That would be 100% appropriate. I have a similar character in another game who has exactly that for a hunted. Except that in the game I am playing with Hope, virtually all good guy heroes have been vanished, leaving supervillains and Viper free to do their worst. Such a disadvantage is 'extremely' likely to be sufficient to blow her cover and get her or others killed, far more so than the points would be worth. I generally prefer to avoid too many hunteds in any case, often building characters with none at all. They are not just a problem for her, they are the same for all players and sometimes even the GM. Rules as written, if every player has a hunted, virtually every scenario will feature one or more of them. Non-combat hunteds can also derail the intended narrative flow of a game.
  5. I'm working on a character that is very much an analog of Supergirl but in a Champions universe. I'm stuck looking for a good, thematic complication to give her. I am not trying to specifically replicate Supergirl, more looking for good ideas for another ten points. Hope.pdf
  6. Zarthose and I have worked things out with my Lilith/Hellbane character. We have a couple other players confirmed, but would still like to add one or two more. @Opale, @Shadow7 are you still interested? We'd be playing Wednesday evenings Eastern Standard Time. All the help you could want is available for helping to create characters if you want.
  7. The 6th edition has a whole section on falling damage. Terminal velocity is indeed 60 meters/segment which will do 30d6.
  8. That would be 125 for free and can spend 175 points. This is still moving very slowly. Plenty of time to mull over.
  9. "You also get 4 points of language for free...most have that in english, but its fair to say you have 2/2 English/ whatever if you grew up bilingual." If I want idiomatic fluency in English (necessary or she's going to be a piss poor PI), but with an unrecognizable accent, and I want a mother tongue in a language no other entity in the universe speaks, does it still cost 4 character points? It's pure chrome. Do we get an 11- PS for free as well? "About the defense, I felt it was not limiting enough to be worth 1/4 the points spent on that defense. I'm not asking you to make it worse, just that I felt it was not restricting enough to be worth 1/4. I get it, she always looks bloody, but never really hurt bad." I played in a five year campaign with a character who had this limitation. He was on many occasions reduced to half body by attacks that would bounce off everyone else's defense. So for example Lilith is confronted by thugs with hand guns, and gets hit several times. Then later in the day she faces the boss who turns out to be a werewolf with a 4d6 killing attack and she has 4-5 body left. That's not worth a -1/4? "Lets just limit the max to 100 MPH." I reduced the non-combat multiple and actually raised the base gliding a tad and her max out of combat speed is now effectively 100 MPH. No gun for Lilith. She's not going to pay CP for something she will never use. ""Only in hero form" should take a while, or its not really a disadvantage..." Yes, it takes a full phase to change. That can be an eternity while bad guys are hitting on you, as not only are they hitting the unturned character, but the whole phase is used up in turning. Given that many Hero System fights are resolved in just a few phases, that is quite the limitation in and of itself. And it's not like she can do her job as a PI while walking around as a seven foot tall, winged, quasi naked demon all the time.
  10. "I do have an issue with gliding at 3-400 MPH" By linking the two together that way, with flight and gliding, I meant to imply that they were one and the same power that run at the same time. It's not one 'or' the other, it's both concurrently. She is not 'gliding', she is flying, but due to the fact that she has to 'flap' a heavy mass in order to gain altitude, she is less able to do so than someone with just lots of regular flight. She could move forward quickly but gain altitude only slowly. I didn't think the non-combat multiple was too much, that's only twice that of a Peregrine falcon at max speed, and she's much bigger than a falcon, but I have no issues with reducing it. Non-combat flight is pretty much a chrome feature in my experience. "Your limit on your defenses is not something I agree with ( 1/4x seams to much for the penalty)." I'm not sure I understand. Are you saying that her 'always' taking at least one body damage from 'any' killing attack, even so much as a kitchen knife or 22 short is not even worth a -1/4 limitation, or are you saying it should be 'more' than a -1/4 limitation? "You have two shapes, but I don't see anyway to pay for that? How long to transform?" Again I don't follow, you have to 'pay' to take a limitation? I had always assumed that 'only in hero ID" implied if nothing else, that the 'transformation' took a full phase, done. It works out mechanically to extra time, only to activate. I had envisioned it simply as her human body almost instantly morphing into her demon form. In this case as a special effect, it would burst her clothes as well, virtually instantaneously. "Also, which attack gains the +2?" I thought that could apply directly to the Fast Attack maneuver itself, which could itself apply to either the 9d6 normal or the 4d6 KA. Is there an 'everyman' set of skills or do we buy everything the hard way? If we want a handgun, can we buy that for dollars or does it cost character points? Lilith would not need a gun and certainly would not pay CP for one, but it would make sense for her PI conception to carry one anyway.
  11. I was thinking of a character I had previously built that I would love to play someday which sadly does run afoul of a few of your restrictions. I am working on a (fairly major) tweak to the conception now that should fit, as long as you are ok with a character that has a 'demon' form as opposed to vampire or werewolf. Can she have her superpower be from a source 'other' than V Juice? I suppose she could have been dosed off book for some reason early in her life and her 'powers' manifested as a result. Her conception was originally more mutant in origin. The new character is about 200 points of highly competent normal working as a passable private investigator. However she has an extra ~100 points in 'only in heroic ID' where she literally turns into a demon succubus, complete with wings. Her max offense in that form is 4d6 killing with fangs and claws. As a human looking PI, she can do 9d6 normal, sufficient to handle standard street thugs. She has some power from her demonic form while not in that guise, most especially a strength of 35 (also has a few martial maneuvers) and half her Demon form's resistant defense. I'm attaching here the working draft drawn from that inspiration. If there are any issues or things you think could be improved, let me know. The disadvantages are not yet firm and need more inspiration. (Actually 'nothing' is firm yet really.) The original was named Anastasia Romanov in homage to the fact that the character was in turn clearly inspired by Illyana Rasputin. The new version being worked on I am naming Lilith Lefey. Is there an 'everyman' set of skills or do we buy everything the hard way? If we want a handgun, can we buy that for dollars or does it cost character points? Lilith would not need a gun and certainly would not pay CP for one, but it would make sense for her PI conception to carry one anyway.
  12. I would be interested to know what the power level aught to be, DC/defense ratios, OCV/DCV range, etc.. I have a character concept that might work that I want so see if I can squeeze into 300 points.
  13. I suspect you would likely fracture a group playing this. Real world politics these days is insanely divisive.
  14. Personally, I would rule that vertical movement is halved for 'both' the flight 'and' the throw. I had no recollection of rules for running throw. That is clearly exactly what I needed. Thank you.
  15. As far as I know, there is no actual "DC cap". Powers have an active point limit of 90 (my character is well below that). Players have been hit with 16d6 attacks. I do not know how much damage this would deal, that's part of my question.
  16. I have a character with a strength of 50, and a combat flight of 41 meters (with Combat Acceleration/Deceleration and No Turn Mode). She also has the martial maneuver 'Flying Grab'. How would you as a GM adjudicate her grabbing an otherwise hard to hurt enemy as she flies, flying straight up from there continuing her full move, and releasing the enemy at the end of her segment. The idea is not that she stops dead in the air, and lets them drop from that height, but that she imparts her flight velocity to the enemy being tossed, so that they continue to gain some additional altitude in a ballistic trajectory, prior to falling back down. This particular tactic has only just occurred to me. I did not build her with this plan in mind. I had previously been aware that I could of course carry such an opponent normally to any height I could reach and let go. However doing that would take many segments. The other players meanwhile might miss their flying tank not being around. I have not even mentioned this to my current GM yet. My intent is not to be abusive, but I have been made aware that there are apparently a good number of opponents in the game that an even stronger character could do nothing against, so I am weighing options. Terminal velocity or something close could do the job. If there is a consensus that this would be abusive of the rules or even the spirit of the rules, I won't even mention it to my GM. My character is tough enough in this game without him thinking I am reverting to power gaming. If however this is reasonable, just how high could I toss an enemy with this trick? How would you handle a player with the listed abilities trying to pull this stunt in your game? Ishtar Ninurte.pdf
  17. I'd rather leave the seat open for someone fresh to Hero, so maybe we can gain another convert. We need the new blood. I am already sold. 😉 I sure would like to know their build house rules though.
  18. My own approach to that has been that normal equipment is bought with 'gold', not character points. However a player IS allowed to buy equipment that is 'better' than regular gear, but they have to pay character points for it. Usually that holds true for me in 'any' fantasy campaign, and I would consider including it for superheroes. The best fantasy campaign I ever played in by the way was a five year long game of 600 point 'fantasy champions'. We didn't define it that way, but that is what it amounted to. We had a morally ambiguous ultra-vampire, a Tarzan character Burroughs would have been proud of, an immortal warrior as old as the universe (my character), and a sorceress with a huge VPP that enabled a spell book literally a half inch thick of predefined spells. The game ended when we successfully resolved the main quest of saving the continuity of sapience from a universe destroying event. None of our characters actually had a multipower, but I doubt our GM would have blinked if we did.
  19. Personally I would consider a 300 point super with 'only' 15 PD/ED to be 'extremely' fragile. I am pretty sure therefor that those numbers are individual suggestions. Frankly I wouldn't create a 300 point super that had less than 13 resistant PD/ED and a total of 'at least' 21/21. That would not be my character max, that would be my 'minimum'! A character needs sufficient constitution and defense (combined) to 'not' be stunned by an average attack, and then some. Either that or they need an exceptionally high DCV and sufficient speed to afford to abort fairly frequently. My opinion anyway.
  20. It's not just the material, it's the size of the blade, the weight with which it strikes, etc.. A character could define/create a weapon that was made of some esoteric substance/design, but the way to do that would be that they would have to pay character points and build the item using the rules complete with limitations like Obvious Accessible Focus, Real Weapon, Strength Minimum, etc.. Owning the weapon would be something listed in the powers section of their character sheet, for which they pay points.To do more than a standard weapon, it would simply be bought as a more powerful version, doing more dice than standard, so that more too could be doubled. They don't pay for just the additional damage, they pay points for the full amount of the construct. Be mindful of this sort of thing however. It is not terribly hard for a veteran player to create a character that will butcher everything it meets unless you as a GM get a 'lot' more creative. Usually it is a good idea to stick with recommended power levels, which the existing weapons fit nicely within.
  21. I have found that a lot of people's approaches to magic tend to be extremely restrictive, so as to rein in potential abuse and excessive power. However in a great many cases magic users wind up SO restricted, they are less useful by quite a margin than say someone who built a thieving archer with good skills or whatever. Personally I prefer to give players quite a bit of leeway in how they want to build characters. However I have an absolute rule which I make very clear to all players at the outset. The character build they submit is NOT their character build. It is a 'strong' suggestion. If someone turns in a character that is well built, interesting, has no unintentional flaws, and fits within the intended power level of the game, they will wind up with the exact character they submitted. If a character is too powerful, they will get back the same character, toned down to the appropriate power. Conversely, if they turn in a character that is too weak, or that has glaring flaws in design, I will improve their character for them so they won't regret. I will not of course violate their conceptions and back stories, as long as they can somehow fit within the world.
  22. Just to be clear. There is no magic roll required on anything unless the spell/power/framework has taken the limitation 'requires a skill roll'.
  23. I've never considered myself much of a 'role' player. I am more of a war gamer, one reason perhaps I so much prefer Hero System over most other RPGs. I am only infrequently "in character" when I play. That said, I have never encountered a gamer who was "more" of a role player, so I wouldn't say I am terrible. All that to say... I have never role played anywhere near to the same degree than I have recently experienced playing a PbP game (Play by Post). I have also found it is both a lot easier to get groups going online with the whole world to draw from than it is to hope for enough player interest in your local meat world. Furthermore, I have discovered that my need for a gaming fix is almost as much assuaged by an online game as it is with tabletop. Rather than resign yourself to living in your local desert, I would strongly advise trying (again maybe) to figure out what it is that causes you to not enjoy online, and see if you can't remedy that somehow. Don't stop looking in the meat world of course, miracles do happen. I buy a lottery ticket too once in a while, but that is not all I do. 😉 GS obviously stands for Game Store, but what does the FL stand for?
  24. That would depend on the situation, dive for cover, catch a falling teammate, something along those lines. The idea would be to be able to pull such a stunt without it costing the action of a regular phase.
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